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Artificer

Artificers are the practical technicians of the magical world. Unlike wizards or sorcerers who pursue
more theoretical research, or clerics and druids who are tied to the mandates of their deities or
churches, artificers take the practice of magic and tailor it to the needs of the situation. From
maintaining complex enchantments along lightning rail lines or on board an elemental airship, to
customizing the combat enchantments from a strike team deep behind enemy lines, artificers take the
magic that is already at hand and applies in a more efficient manner, essentially getting more spell for
the silver.
HD D8, BAB ¾, Fort Poor, Ref Poor, Will Good, Class Skills: 4 + Int mod/lv)

Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge
(engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (religion), Knowledge (Local),
Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int) and Use Magic Device (Chr).

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, all
crossbows, with light and medium armor, and with shields (except tower shields). If the campaign
allows for firearms or siege weapons, artificers also also proficient in these weapons as well.
Infusions: An artificer casts infusions, which are like spells but are neither arcane nor divine.
Like spells, artificers have a limited number of infusions per day, based on their level. Similar to other
spellcasters, artificers get additional infusions per day based on their Intelligence attribute and regain
their infusions per day after a normal 8 hours of rest and 15 minutes of concentration. Like sorcerers
and bards, artificers can cast any infusion he knows without preparing them ahead of time, classifying
him as a spontaneous spellcaster. Although the artificer doesn’t actually cast spells, he does have spells
from the alchemist formulae list that determines what infusions he can create. An artificer can utilize
spell-trigger items if the spell appears on the formulae list, but not spell-completion items (unless he
uses Use Magic Device to do so). To learn or use an infusion, an artificer must have an Intelligence
score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an
artificer’s infusion is 10 + the extract level + the artificer’s Intelligence modifier. An artificer may
know any number of formulae. He stores his infusions in a special tome called a blueprint book. An
artificer begins play with two 1st level formulae of his choice, plus a number of additional forumlae
equal to his Intelligence modifier. At each new artificer level, he gains one new formula of any level
that he can create. An artificer can also add formulae to his book just like a wizard adds spells to his
spellbook, using the same costs and time requirements. The components for artificer spells are as
follows; Material, Somatic, and Focus. The focus component of the spells is some form of tool fitting
the sort of infusion that the artificer is using.
Artisan Bonus:An artificer gains a bonus to all Use Magic Device checks equal to one half his
artificer level, round down, to a minimum +1.
Bonus Feats:As an artificer progresses in level, he gains the following feats as bonus feats. He
does not need to qualify for the specified feats listed, but does for any bonus feat he gets to choose.
Artificers gain Brew Potion or Scribe Scroll at 2nd level, Craft Wondrous Item or Craft Wand at 4th
level, Craft Magic Arms and Armor at 6th level, Forge Ring at 8th level, Craft Rod at 10th level and
Craft Staff at 12th level.
In addition to these specific feats, at 3rd level and every 4 levels thereafter, artificers gain an additional
bonus feat chosen from the following list: any metamagic feat, any item creation feat not already listed,
Extra Ingenuity, Extra Rings, Exceptional Artisan, Extraordinary Artisan, and Wand Mastery.
Ingenuity: An artificer has a pool of ingenuity points equal to his artificer level plus his
Intelligence modifier. This pool refreshes when an artificer regains his infusions for the day. While
points from an artificer's ingenuity pool can be spent on other class features, the artificer can also spend
a point from his ingenuity pool as part of casting an infusion that has a range of touch and does not
involve an attack roll to cast it with close range instead. This increase in range for touch based
infusions does not stack with with any other source that alters the range of an infusion.
Trapfinding: An artificer gains a bonus to Perception skill checks made to locate traps and to
Disable Device checks equal to one half his artificer level, round down, to a minimum +1. An artificer
can use Disable Device to disarm magic traps and this feature is in all other ways identical to the
rogue's trapfinding ability.
Unravel:Starting at 2nd level, the artificer can spend a point of his ingenuity pool to disrupt the
magical energies that power magical. At 5th level and every three levels thereafter, this ability
improves. Unless stated otherwise, assume the artificer class level is the caster level and any saving
throw DCs are Intelligence based.
• Suppression (Su): By spending one point of ingenuity and a full-round action that provokes,
the artificer can attempt to suppress an unattended magical or an unattended object that is the
subject of a magical effect for a number of rounds equal to his Intelligence modifier. Doing so
requires the artificer to touch the item and succeed in a caster level check against a DC equal to
11 + the caster or manifester level of the item or the effect on the item. Using this ability on
magical traps causes the trap to be bypassed for as long as it is suppressed. This ability can used
to suppress a cursed item, although removing a suppressed cursed item does not always remove
the effects of the curse. If the artificer knows the item is cursed before he attempts to suppress
it, he is not subject the effects of the cursed item. If necessary, the artificer can spend another
point of ingenuity as a free action to immediately end the suppression.
• Greater Suppression (Su): At 5th level, the artificer can use his unravel (suppression) ability
has a standard action and, if successful, the effect lasts for minutes equal to his Intelligence
modifier. Ending the suppression still requires a free action, but does not count a point of
ingenuity. He can also use this ability on attended magical items if successful with a melee
touch attack that provokes.
• Dispel (Sp): At 8th level, the artificer can spend one point of ingenuity to cast Dispel Magic as
a spell-like ability.
• Greater Dispel (Sp): At 11th level, the artificer can spend one point of ingenuity to cast
Greater Dispel Magic as a spell-like ability.
• Area Dispel (Sp): At 14th level, the artificer can spend one point of ingenuity to cast Greater
Dispel Magic as a spell-like ability, except that the area dispel option does effect magical and
psionic items in the area of effect, using a single caster level check and applying to all such
items.
• Disjunction (Sp): At 17th level, the artificer can spend one point of ingenuity to cast Mage's
Disjunction as a spell-like ability.
Item Augmentation: Starting at 3rd level, the artificer can spend some of his ingenuity pool to
temporarily enchant or augment existing enchantments. At 6th level and every three levels there after,
this ability improves. Unless stated otherwise, assume the artificer class level is the caster level and any
saving throw DCs are Intelligence based.
• Charge Storing (Su): At 3rd level, the artificer can spend a number of ingenuity points to
temporarily create a wand or dorje with a single charge. The artificer must have a mundane
object to put the charge into and the artificer must have a working knowledge of the desired
effect, as per his Artificer's Knowledge class ability. The artificer cannot use a Use Magic
Device check to duplicate the desired effect as he would use during a normal enchantment
process. The wand can only hold a single charge and the charge only lasts for one minute.
However, unlike normal wands, the wand uses the artificer's caster level and uses their
Intelligence modifier, at the time of the enchantment, for any saving throw DCs. Likewise, the
effect is not limited to 4th level or less. If the desired effect has a material component worth
more than 1 gp, however, the material component must be consumed normally during the
enchantment. The number of ingenuity points necessary is equal to the spell or power level, to a
minimum of 1. The desired effect cannot be placed into the temporary wand with any
metamagic (although see Spell Trigger below) cannot be augmented. This ability always
provokes. Using this ability starts of as a full-round action. At 6th level, it becomes a standard
action. At 9th level, it becomes a move action and at 12th level, it becomes a swift action. Only
the artificer can use the charge, using the same rules as using a wand, but he does not need to
make a Use Magic Device check to activate it.
• Spell Trigger (Su): At 6th level, an artificer can apply any one metamagic or metapsionic feat
he knows to a spell or power cast from a spell or power trigger item that could not normally be
augmented in this way, such as a wand. To do this, the artificer must spend a number of
ingenuity points equal to 1 plus the spell level adjustment from the metamagic feat, or 1 plus
1/2 the power point cost for a metapsionic feat (round up), to a minimum of 2 points. The
maximum number of ingenuity points that can be spent using this ability is equal to one half the
number of ranks the artificer has in Use Magic Device, rounded down. Using this ability is part
of activating the spell or power trigger item.
• Saving Throws (Su): At 9th, whenever an artificer is using a magical or psionic item that
creates one or more effects that requires a saving throw, he can spend one point of ingenuity per
effect (not per affected target) to replace the normal saving throw DC of the magical item with a
DC equal to 10 + 1/2 the artificer's level + the artificer's Intelligence Modifier. This ability
cannot be used on spell or power trigger items or on spell or power completion items (scrolls,
power stones, etc), nor can it be used in constructs. Using this ability is part of activating or
releasing the magical or psionic item. If the augmented effect(s) does not get triggered
immediately, or the effect is sustained for a period of time, the increase to the save DC lasts for
24 hours.
• Spell Completion (Su): At 12th, the artificer can apply any one metamagic or metapsionic feat
he knows to a spell or power cast from a spell or power completion item, such as a scroll or
power stone. To do this, the artificer spend a number of ingenuity points equal the spell level
modifier of the metamagic feat or 1/2 the power point cost of the metapsionic feat (round up).
The maximum number of ingenuity points that can be spent using this ability is equal to one
half the number of ranks the artificer has in Use Magic Device, rounded down. Using this
ability is part of the same action as using the spell or power completion item.
• Recharge (Su): At 15th level, an artificer can recharge certain enchanted items by spending
ingenuity points. Only items that can be recharged normally,can be recharged by the artificer
and regardless of the type of item recharged, it takes a standard action that provokes and the
artificer must be wielding or wearing the item. If the item is recharged by sacrificing spell slots,
the amount of ingenuity points required to recharge a single charge in the item is equal to the
highest level spell that the item can generate. If the item is recharged by sacrificing power
points, the amount of ingenuity required to recharge a single charge is equal to half the recharge
value of the item, rounded up.In any case, the artificer must have a working knowledge, as per
Artificer's Knowledge, of the highest spell or power that the item can generate in order to
recharge it.
• Redesign (Su): At 15th level, an artificer can spend one point of ingenuity to temporarily
redesign a magical item. The artificer must have all of the item creation feats necessary to create
the original magical item and the desired item is limited in the following ways: The new item's
total gold piece value cannot exceed the current gold piece value of the original item (modified
appropriately for reduced charges, etc). The new item cannot involve any item creation feats
that the original item did not use. The caster level of new item cannot exceed the caster level of
the original item. If the original item took a body slot, the desired item must use the same body
slot or be slotless (costing appropriately more). If the new item would normally have charges or
uses (either finite or per day), the new item only has a number of charges or uses equal to the
artificer's Intelligence modifier. If there is any condition that would cause the new item to
become non-magical, like a single use wondrous item, the original item is no longer enchanted.
Using this ability requires a standard action that provokes and the artificer must be touching the
item. The redesign lasts for a number of minutes equal to the artificer's Intelligence modifier, at
which point, it reverts back to its original state (if able given how the temporary item was used).
• Duplication (Su): At 18th level, an artificer can spend one point of ingenuity to temporarily
duplicate all of the properties of one enchanted item onto another item, non-magical or
otherwise. If the item that is being altered is already enchanted, all of the target item's current
properties are suppressed for the duration of this ability. Likewise, the item that is being altered
must be same type (weapon, armor, wondrous item, etc) and use the same body slot, if
applicable, as the item being duplicated. Any property that would not normally function on the
altered item (like duplicating the Keen quality onto a mace) does not function, but is still
present in case the altered item can somehow make use of it later. If the original item has
charges or uses (either finite or per day), the duplicated has a number of charges or uses equal to
the original, to a maximum of the artificer's Intelligence modifier. Using this ability requires a
standard action that provokes and the artificer must be touching both items. The duplication
lasts for a number of minutes equal to the artificer's Intelligence modifier, at which point, it
reverts back to its original state. An enchanted item can only have one duplicate at a time and a
duplicated item cannot be used to duplicate another item. The original item cannot be a spell or
power completion item, like a scroll or power stone, or a construct.

Craft Homunculus: At 4th level, an artificer is considered to have the Craft Construct feat, but
only for homunculus that are of Small size or smaller and have a maximum Hit Die equal to his
artificer level minus 2. Any attempt to create a homunculus larger than Small size or with more HD
then his artificer level minus 2 still requires the normal Craft Construct feat. All other aspects of the
construct creation process remain the same (time, money, skill checks, etc).
Recycle & Salvage: At 5th level, an artificer gains the ability to salvage the gold piece value
from an enchanted item for the sole purpose to create a new enchanted item or further enchant an
existing magical or psionic item. In this sense, 'magical' and 'psionic' are interchangeable. The artificer
must spend 8 consecutive hours with the item and he must also have all of the necessary item creation
feats to create the item he is salvaging. After the 8 hours, the item, including the mundane item the
enchanted was original placed on, is destroyed and the artificer now has a collection of reagents with a
gold piece value of the construction cost of the enchanted item, which is usually one half the base price
of the magical item. See the specific magical item for any unusual requirements in its creation.
This collection of reagents weighs one quarter of the original item and can be used by anyone that has
the necessary item creation feats from the original magical or psionic item. These reagents never
include talismanic components, like dragonshards or any part that is unique to a specific magical item.
For example, if an artificer with the Craft Wondrous Item feat recovers a Handy Haversack that he
needs to convert, he spends 8 hours with the item to break down the item and recovers 1,000 gp worth
reagents (the construction cost to make the item in the first place). Those reagents can then be used
toward the cost of making any magical item, provided that whomever is making the item has the Craft
Wondrous Item feat in addition whatever feats needed for the new item. Attempting to salvage a cursed
magical item can be done, but if the item is not identified as cursed before being salvaged, the artificer
must make a Will save with a DC of 10 + the item's caster level or suffer a drawback (as per Corebook,
pg. 538) and the cursed item is remains intact. If the cursed item is a specific cursed item, failing the
initial Will save also means the artificer is wielding or wearing the cursed item, replacing whatever he
might have been wielding or wearing at the time.
Magical items with Hit Dice can be salvaged using this class feature, but the item must be
controlled by the artificer for the entire 8 hours, otherwise the item will automatically attack the
artificer. Also, if the item is less than full hit points, the amount salvaged is less than it would normally
be. If the item's hit points are less than full but more than its Hit Dice, the artificer can salvage 2/3 of
the construction cost to make the magical item, rounded down. If the item has equal or less hit points
than Hit Dice, but has at least 1 hit point, it can be salvaged for 1/2 of the construction cost to make the
magical item. A magical item that is destroyed (either by conditions or 0 hit points) cannot be salvaged.
Likewise, if destroying the item would be dangerous, like an Elemental Bound item, the artificer must
deal with that situation at a randomly determined time during that process. Any combat that arises from
a salvage attempt assumes that the artificer starts the first round of combat prone, but not surprised.
Artifacts (both major and minor), as well as magical items that do not have gold piece value, like living
constructs, cannot be salvaged.
Skill Mastery: At 13th level, an artificer can take 10 when making Spellcraft or Use Magic
Device checks, even if stress and distractions would normally prevent him from doing so. This ability
circumvents the normal rule that a character may not take 10 on a Use Magic Device check.
Grand Weaving: At 20th level, the artificer can use his ingenuity pool for the following effects.
• Instant Enchantment: Assuming the artificer has necessary raw materials and mundane items,
he can spend ingenuity points to instantly create an enchanted item. The resources, rules and
necessary checks to make the item are still the same, but the total time required is a single
standard action that provokes. The artificer must spend one ingenuity point per 10,000 gp of the
intended item's price. If the intended item is physically larger that the artificer, then it assembles
itself adjacent to the artificer as if grew in place. Otherwise, the artificer is wielding (but not
wearing), the finished item.
• Mass Disjunction: The artificer can his Unravel (disjunction) ability to target all magical items
worn or wielded by a single target with a separate Mage's Disjunction by spending a point of
ingenuity per item, resolving separately. The artificer cannot target items he cannot see or is
otherwise not aware of. Otherwise, this functions exactly like the Unravel (disjunction) ability.
• Mass Duplication:The artificer can his Item Augmentation (duplication) ability to copy the
properties of a single magical item he is touching onto any appropriate item within 60',
spending one point of ingenuity per item that is being copied. Anyone wielding a targeted item
to be copied can resist with a successful Will save with a DC equal to 10 + 1/2 the artificer's
level + the artificer's Intelligence modifier. With the exception of the original item having
multiple copies, this functions exactly like the Item Augmentation (duplication) ability.

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